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Ryotknife

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Everything posted by Ryotknife

  1. Ryotknife

    Harpoon

    harpoon/grapple is VERY unreliable if the person is above or below you. ive had grapples that sent the target 30 m behind me, ive had grapples that moved the target about 2 m because he hit the GROUND in front of him. now, if the person is at the same Z-axis as you, i rarely encounter any problems with grapple/harpoon.
  2. err, pull and leap would require either a tank or tank/dps hybrid, either way NOT pyro. and the tanking specs hit like a wet noodle, they can just hit you with their wet noodle more often than the pyro can due to better resource management, so their sustained is...mediocre at best. what is pyros weakness? no mobility and stick ANY two classes on them are they are dead in about 6 seconds. they have pretty much zero tools that can be used in their defense. now, tank/dps pt specs have a few more tricks up their sleeve to get out of focus fire. also, ops could burst anyone down regardless during a stun. OPs can STILL do this, it just requires 10 seconds instead of 5 and their CC breaker needs to be down. actually pts weakness in general is that it has a very small toolset baseline and some of the worst defensive abilities in the game. the class is basically a joke right now when you compare it to the other two tank classes. assassins blow the class completely out of the water in almost every way possible. even juggs hold a significant advantage over pts. pts are fun in pve, and are still useful in huttball, but like i said they are completely overshadowed by the other tanks. oh, but i do think that abilities like thermal detonator should have the delay removed (ie you use it and 3 seconds later it goes off). it is just bad design that can be abused. destro warlocks had this problem in wow. they had 3 abilities all with different speeds. incinerate was a casted spell that took forever to hit its target. choas bolt was your typical casted green fireball with normal speed, and conflag was instant cast that instantly hit the enemy. do incin > chaos > conflag, and although it took about 6 seconds to cast all of that, those 3 attacks would hit in a 1.5 second window.
  3. i dont mind introducing arenas as long as it is not required (or practically required) to get the best pvp gear and if pvp is not balanced around it. but i take issue with the statement that objective pvp is not skill based. it is just as skill based as team deathmatch. actually i would say it is slightly more skill based as it adds and entire layer of complexity to the situation. but both styles can still be skill based pvp. there is nothing wrong with preferring team death match over object pvp. hell, if objective pvp was skill-less, counter strike would have died a long time ago. although i will admit that i cringe at the thought of arena-tards making a comeback. and by arena-tards, i dont mean anyone who likes arenas but rather people who revolve everyone's entire existence around it.
  4. leveling via pvp is actually not that bad if you just do the daily. it is not something you would level 2-3 hours a day, but rather spend maybe a hour here and there. you know, play on the side.
  5. too much incentive for players to intentionally join the other side with the sole purpose of throwing the game so that their guild can get easy wins. it would be nice, but you have to realize that people in this game (or any MMO really) as a group are jerks and will do anything and everything to get ahead even if it means ruining the system for everyone.
  6. Im a full champ pt, and ive yet to kill someone under 10 seconds. 5 seconds is literally impossible unless the person is NAKED. 15 seconds to kill someone CAN happen against a poorly geared player and i pop offensive CDs, relics, adrenal, and pvp exp buff. pts, sorcs, mercs (interupt tracer missile and watch them squirm), and snipers (the only class significantly affected by armor) generally take the longest to kill me. and before someone makes fun of the fact that ive yet to experience killing someone in under 10 seconds, skill does not determine how hard an ability hits. skill only determines how much dps you can do, but pyro pt dps generally revolves around 4-5 abilities (easy mode compared to affliction warlock w/ soulfire rotation in cata wow). Hell the first time i got the 2.5k medal in pvp was when i was 75% cent 25% champ. my assassin gets 3.4k crits in the 10-49 bracket right out of the gate using only the pvp exp buff and no relics or adrenals.
  7. level 49, queued for pvp, dinged 50 while in the queue. that would be my guess.
  8. assassin will pretty much be a must have in any ranked WZ (2 at the most per team). in huttball, they are a great ball carrier and escort. not to mention stealth past the enemy for a pass. in ald and void, stealh caps wins games.
  9. A. 10 m is still practically melee range when we are talking about melee vs ranged classes. 10 m is only significant if we are talking about melee vs melee. B. they are the easiest melee by far to keep at 30 m since they have ONE tool to close the gap on a 35-45 sec CD, and they have the weakest snare that can not be keep up 100% (or even 50%) of the time or else you will overheat quickly. keep in mind the snare lasts TWO SECONDS. pts (especially pyros) have virtually zero control in relation to just about every other class in the game. a single knockback or stun and they will be unable to attack you from 4-10M until grapple is back online. C. yes, pts CAN kite melee, unfortunately with 4-9 deadzone kiting this basically comes down to "who has the better internet connection" because if your ping spikes to 150-250 or above for even a fraction of a second, he will charge you. it can be done, but it is more luck based than skill based....or "who spent more money on their internet connection" to put it another way. my sin alt pre-35, has more survivability tools, more escape tools, more mobility, and more control than my pyro pt at 50. actually it is probably easier to say that my sin alt has more tools in general than my pt.
  10. tactics vanguards dont exist. shame too, the tree has real potential with a few changes. i remember speccing tactics/advanced prototype when i first hit 50 and laughing when 3-4 sorcs kept chaining their knockback with nothing to show for it while i was carrying the ball.
  11. perhaps you should keybind other abilities then... or...i dunno....TRAIN other abilities.
  12. .... if you kite a pt you severely cripple his dps as it is dependent solely on railshot procs, which requires melee range. can you eliminate his dps entirely? no, good thing too as pyro pts have no mobility nor methods of keeping their opponents in melee. also, it is infinitely easier to kite a pyro pt that has one gap closer on a 35-45 second CD and very little CC with a snare that lasts a few seconds than say...a melee with a 15 second gap closer....or a melee with a lot of control. just one of many reasons why my jugg is so much better than my pt. it is like playing a real class for the first time.
  13. play a hybrid tank then OP. tanks are not meant to...well..tank in pvp. they are utility bots, bringing more tools than their dps counterparts and are able to turn someone ELSE into a true tank.
  14. not really since it is dependent on procs and pyro can easily overheat with slightly bad luck even with a sustained dps mindset.... even on the "initial burst" that was listed, if your vent heat is on CD you just screwed yourself for the next 5-8 seconds.
  15. in what world does TD crit for more than rail shot? my TDs crit on maras for about 20% less than my railshots. this is why TD is one of the worst 31 pt talents in the game considering it shares a CD with explosive dart which does more damage against 2-3 opponents.
  16. a grapple and a stun will fill a resolve bar. granted i think that knockbacks and pulls should fill resolve all the way. actually the resolve system in general needs works. maybe make any stun/mez/knockback/grapple fill it up, but it only lasts 4-5 seconds (after the effect fades).
  17. this is why we need combat logs....
  18. to a point. in huttball your ability to do damage is basically negligible to the overall picture, one of the reasons why snipers and ops are weak classes in huttball. void and ald being able to kill opponents quickly is key to winning the wz.
  19. the problem with sorcs is that they are very OP in huttball. i would say they are somewhat balanced in void and ald.
  20. who is trolling whom? that is not even possible without hacking the game. please try harder. im seriously laughing so hard right now.
  21. sorry the numbers dont lie. my assassin in the 10-49 bracket crits HARDER than my full champ pt pyro. my assassin has crit for 3.5k WITHOUT relics, exp buff, or adrenals. and no, pre nerf ops can burst someone down in 5 seconds, ive yet to face another pt that can kill me in under 15. 5k crits with railshots are extremely hard to get. pyro pts dont anywhere even remotely close to the amount of burst pre nerf ops had, hell pyro pts dont have the burst POST NERF OPS HAVE. not that it matters to me, gut the class if you want ive already rerolled from that failure of a class. fun in pve though, i have to give pts that. and let me tell you, the grass is truly greener on the other side. the force classes are WORLDS better than pts in just about every imaginable way. better utility, better escape, better survivability, same damage. assassins especially overshadow pts in every single way possible.
  22. 1. lol 8k. getting 5k crit with railshot is EXTREMELY rare and requires a lot of stat stacking with exp buff/relic/adrenal. doable, but in a 1 out of 1000 kind of scenario and 90+% of the pyro pts out there it is literally impossible as they do not have the best of the best gear. 2. it is not sorc damage that is OP. it is their utility and their ability to escape. there is a reason why the vast majority of players/guilds will be stacking sorcs (not to the obscene levels like some suggest) when rated WZs come out, whereas having anymore than 2 pts in any WZ will pretty much ensure that team will automatically lose. but please, keep making yourself look like a fool. im laughing so hard right now. also, you realize that pyros have abysmal heat management (in regardles to flame burst being spammable) and that railshot has a 15 second CD without procs to reset it right?
  23. except that is not how it works at all. not even remotely. if 3-4 people are attacking me in my tank spec, i have 3-5 seconds to live (and 5 seconds is PUSHING it). if i want to live i need to jet charge out of there. now, if i was in my tank spec, i had a guard and taunt from another tank, AND im getting healed, then yes i can last awhile. if we are talking about scenarios in huttball, this setup that i described is very common. quite honestly though, putting gaurd and taunt on any class, even a sorc, will turn them into a boss. ive had sorcs survive 5 dps beating on him due to gaurd and taunt. but tanks do not have very much survivability on their own, what they DO have over their dps trees is UTILITY. my tank/dps spec has 3 roots, a charge, a ranged interupt, and guard over my dps spec (granted a few of those are piggybacking onto each other rather than separate abilities. for example my charge is also a root and ranged interupt).
  24. because assassins are overpowered?
  25. most pvp damage is either elemental, internal, or has talents that makes them ignore armor. that doesnt mean that most ABILITIES follow this, just that the majority of a players rotation in pvp does. this is why tanks do not have that much more survivability than their dps counterparts (less survivability if they use guard without a healer around). you bring a tank for their UTILITY, not their ability to tank (which they cant) if you dont want to die, play a healer.
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